Mikal's Forum Posts

  • Updated for C3 runtime based on discussion with Ashley:

    It looks like the effect depends on running in screen space to get the texture co-ordinates to work as expected (which makes sense for a reflection shader). Previously the C2 runtime always did a pre-draw step for anything marked as background blending, and the first bounce moves from object space to screen space as it draws to an intermediate surface. The C3 runtime has an optimisation where it can skip the pre-draw stage for unrotated background blending effects, which improves performance but in this case causes the effect to render in object space since it hasn't had a pre-draw step yet, which given the way the shader is written results in the wrong texture co-ordinate calculations.

    If you set "must-predraw": true in addon.json it restores the previous behavior and works as expected again in the C3 runtime, so that's your workaround. This is a compatibility difference between the runtimes, but given it's due to an optimisation for the C3 runtime that we want to keep, the solution is to alter the effect instead.

  • Testing Sprite Baking Studio w/ 3D models (art pipeline from Unity & Unity 3D models to 2d images that can be brought in as images for sprite animations in C3.)

    Can also add dynamic shadows w/ transparency which may help it feel more integrated into the scene.

    The tree 'Z' effect is very simple, depending on current 'Y' coord of player vs the 'Y' coord of the base of the tree, place the tree on a 'foreground' (in front of player) or 'middleground' (in back of player, but in front of background.)

    Also added pathfinding behavior (once reach dest, sets the path to the current mouse cursor x,y, so basically chases around the cursor) also added a polygon cut out in the shape of the foreground hill and also add a rectangle solid as a keep out at the base of the tree.

    Lapine Tales Devlog

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  • Testing Sprite Baking Studio w/ 3D models (art pipeline from Unity & Unity 3D models to 2d images that can be brought in as images for sprite animations in C3.)

    Lapine Tales Devlog

  • Cool crazy stuff!

  • Got a bit distracted with some good Unity / AR dev work, but now looking at this again and reading about writing (the cool Vandameer book about writing - the author of Annihilation.) As I was doing on Unity, I got interested by the Adventurer Creator add on which looks like a really nice engine/development tool, but in the end, it's probably more heavyweight than what I need and I'm also interested in doing the engine development, so I'm working on the C3 version again. Adventure Creator did give me some inspiration to try 2.5D ('3D characters in 2D maps with Z like Grim Fandango.)

    Unity did bring up a nice path for doing an art pipeline based on capturing 3d models w/ animation and creating 2D sprites. I did a couple quick tests and I 'll think I'll go with it.

    Basically, download Unity, buy the Sprite Baking Studio asset, some 3D model assets and it's pretty nicely automated to generate a bunch of sprite sheets using different camera angles.

    Here's a quick example (not really integrated into the background and the movement timing is off but gives some idea of the animation/sprite generation quality.)

  • mumu64 - I mainly worked on designing the development systems for some of the game consoles and then jumped into leading one version of the 'next gen' game console designs, good times...

  • Sounds good, I will watch for the full version. (I worked at Sega in the past, so Virtua Cop is running on a development version of the Saturn - the disc door sensor is flakey, so we have to keep a paperweight on it so it works, of course, that paperweight happens to be an old Xbox :) ) We also use the Saturn to play 8 player Bomber Man, the best version of Bomber Man ever made.

  • Congrats on the release it looks like you already have some good reviews on Steam.

  • Very nice! We still have the old light guns, Virtua Cop disc and Sega Saturn in our lab at work - this definitely scratched an itch! The sight on the enemies with the countdown triangles was spot on.

    I started out shooting 'offscreen' to reload, whoops.

    Next up House of the Dead?

  • Looks, great! Love the lighting in the water and how the 'reflection' goes away when the lamps are destroyed. Is there some other way to delinate what is hackable or not? For example a symbol (animated?) or color instead of the 'Hack' text tag? Or is there some stylistic reason you would rather have a text tag? I do see the prompt '>', so perhaps you are trying to show this is a old school DOS shell or something (which does seem good and thematic.)

  • I have two effects which work in C3 with the 2.5 runtime, but they do not work (bad render) using the C3 runtime. Is there documentation on what changes may be required for effects for the C3 runtime?

  • Firefly swarm becomes Leminscate of Bernoulli

  • Really enjoying this, to show my age, it reminds me (in a good way) of playing Smash TV in the arcade (top down and the awesome grunt sound effects.) What will the 'RPG' aspect be like? Will your character develop/upgrade beyond new weapons/items?